Browse Source

Merge pull request #58734 from Calinou/tweak-render-timestamp-names

Tweak render timestamp names for explicitness and consistency
Rémi Verschelde 3 years ago
parent
commit
c787f59931

+ 3 - 3
servers/rendering/renderer_canvas_cull.cpp

@@ -66,7 +66,7 @@ void RendererCanvasCull::_render_canvas_item_tree(RID p_to_render_target, Canvas
 		}
 	}
 
-	RENDER_TIMESTAMP("Render Canvas Items");
+	RENDER_TIMESTAMP("Render CanvasItems");
 
 	bool sdf_flag;
 	RSG::canvas_render->canvas_render_items(p_to_render_target, list, p_modulate, p_lights, p_directional_lights, p_transform, p_default_filter, p_default_repeat, p_snap_2d_vertices_to_pixel, sdf_flag);
@@ -338,7 +338,7 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2
 }
 
 void RendererCanvasCull::render_canvas(RID p_render_target, Canvas *p_canvas, const Transform2D &p_transform, RendererCanvasRender::Light *p_lights, RendererCanvasRender::Light *p_directional_lights, const Rect2 &p_clip_rect, RenderingServer::CanvasItemTextureFilter p_default_filter, RenderingServer::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_transforms_to_pixel, bool p_snap_2d_vertices_to_pixel) {
-	RENDER_TIMESTAMP(">Render Canvas");
+	RENDER_TIMESTAMP("> Render Canvas");
 
 	sdf_used = false;
 	snapping_2d_transforms_to_pixel = p_snap_2d_transforms_to_pixel;
@@ -384,7 +384,7 @@ void RendererCanvasCull::render_canvas(RID p_render_target, Canvas *p_canvas, co
 		}
 	}
 
-	RENDER_TIMESTAMP("<End Render Canvas");
+	RENDER_TIMESTAMP("< Render Canvas");
 }
 
 bool RendererCanvasCull::was_sdf_used() {

+ 4 - 4
servers/rendering/renderer_rd/cluster_builder_rd.cpp

@@ -398,7 +398,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const CameraMa
 }
 
 void ClusterBuilderRD::bake_cluster() {
-	RENDER_TIMESTAMP(">Bake Cluster");
+	RENDER_TIMESTAMP("> Bake 3D Cluster");
 
 	RD::get_singleton()->draw_command_begin_label("Bake Light Cluster");
 
@@ -429,7 +429,7 @@ void ClusterBuilderRD::bake_cluster() {
 
 		RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
 
-		RENDER_TIMESTAMP("Render Elements");
+		RENDER_TIMESTAMP("Render 3D Cluster Elements");
 
 		//render elements
 		{
@@ -466,7 +466,7 @@ void ClusterBuilderRD::bake_cluster() {
 			RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_COMPUTE);
 		}
 		//store elements
-		RENDER_TIMESTAMP("Pack Elements");
+		RENDER_TIMESTAMP("Pack 3D Cluster Elements");
 
 		{
 			RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
@@ -492,7 +492,7 @@ void ClusterBuilderRD::bake_cluster() {
 	} else {
 		RD::get_singleton()->barrier(RD::BARRIER_MASK_TRANSFER, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
 	}
-	RENDER_TIMESTAMP("<Bake Cluster");
+	RENDER_TIMESTAMP("< Bake 3D Cluster");
 	RD::get_singleton()->draw_command_end_label();
 }
 

+ 15 - 15
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -1417,7 +1417,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 
 		bool needs_pre_resolve = _needs_post_prepass_render(p_render_data, using_sdfgi || using_voxelgi);
 		if (needs_pre_resolve) {
-			RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (parallel)");
+			RENDER_TIMESTAMP("GI + Render Depth Pre-Pass (Parallel)");
 		} else {
 			RENDER_TIMESTAMP("Render Depth Pre-Pass");
 		}
@@ -1444,8 +1444,8 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 		}
 
 		if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
-			RENDER_TIMESTAMP("Resolve Depth Pre-Pass");
-			RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass");
+			RENDER_TIMESTAMP("Resolve Depth Pre-Pass (MSAA)");
+			RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass (MSAA)");
 			if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI) {
 				if (needs_pre_resolve) {
 					RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, RD::BARRIER_MASK_COMPUTE);
@@ -1562,15 +1562,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 
 	if (using_separate_specular) {
 		if (using_sss) {
-			RENDER_TIMESTAMP("Sub Surface Scattering");
-			RD::get_singleton()->draw_command_begin_label("Process Sub Surface Scattering");
+			RENDER_TIMESTAMP("Sub-Surface Scattering");
+			RD::get_singleton()->draw_command_begin_label("Process Sub-Surface Scattering");
 			_process_sss(p_render_data->render_buffers, p_render_data->cam_projection);
 			RD::get_singleton()->draw_command_end_label();
 		}
 
 		if (using_ssr) {
-			RENDER_TIMESTAMP("Screen Space Reflection");
-			RD::get_singleton()->draw_command_begin_label("Process Screen Space Reflections");
+			RENDER_TIMESTAMP("Screen-Space Reflections");
+			RD::get_singleton()->draw_command_begin_label("Process Screen-Space Reflections");
 			_process_ssr(p_render_data->render_buffers, render_buffer->color_fb, render_buffer->normal_roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_render_data->environment, p_render_data->cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
 			RD::get_singleton()->draw_command_end_label();
 		} else {
@@ -1590,9 +1590,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 		_render_buffers_copy_depth_texture(p_render_data);
 	}
 
-	RENDER_TIMESTAMP("Render Transparent Pass");
+	RENDER_TIMESTAMP("Render 3D Transparent Pass");
 
-	RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
+	RD::get_singleton()->draw_command_begin_label("Render 3D Transparent Pass");
 
 	rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true);
 
@@ -1618,7 +1618,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 
 	RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL");
 	if (using_ssil) {
-		RENDER_TIMESTAMP("Copy Final Framebuffer");
+		RENDER_TIMESTAMP("Copy Final Framebuffer (SSIL)");
 		_copy_framebuffer_to_ssil(p_render_data->render_buffers);
 	}
 	RD::get_singleton()->draw_command_end_label();
@@ -1731,7 +1731,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
 }
 
 void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
-	RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+	RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
 
 	RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
 
@@ -1769,9 +1769,9 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
 }
 
 void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
-	RENDER_TIMESTAMP("Setup Rendering Material");
+	RENDER_TIMESTAMP("Setup Rendering 3D Material");
 
-	RD::get_singleton()->draw_command_begin_label("Render Material");
+	RD::get_singleton()->draw_command_begin_label("Render 3D Material");
 
 	RenderDataRD render_data;
 	render_data.cam_projection = p_cam_projection;
@@ -1795,7 +1795,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
 
 	RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
 
-	RENDER_TIMESTAMP("Render Material");
+	RENDER_TIMESTAMP("Render 3D Material");
 
 	{
 		RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set);
@@ -1841,7 +1841,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
 
 	RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
 
-	RENDER_TIMESTAMP("Render Material");
+	RENDER_TIMESTAMP("Render 3D Material");
 
 	{
 		RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, true);

+ 7 - 7
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -653,9 +653,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
 	if (draw_sky || draw_sky_fog_only) {
 		// !BAS! @TODO See if we can limit doing some things double and maybe even move this into _pre_opaque_render
 		// and change Forward Clustered in the same way as we have here (but without using subpasses)
-		RENDER_TIMESTAMP("Setup Sky resolution buffers");
+		RENDER_TIMESTAMP("Setup Sky Resolution Buffers");
 
-		RD::get_singleton()->draw_command_begin_label("Setup Sky resolution buffers");
+		RD::get_singleton()->draw_command_begin_label("Setup Sky Resolution Buffers");
 
 		if (p_render_data->reflection_probe.is_valid()) {
 			CameraMatrix correction;
@@ -972,9 +972,9 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
 /* */
 
 void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
-	RENDER_TIMESTAMP("Setup Rendering Material");
+	RENDER_TIMESTAMP("Setup Rendering 3D Material");
 
-	RD::get_singleton()->draw_command_begin_label("Render Material");
+	RD::get_singleton()->draw_command_begin_label("Render 3D Material");
 
 	_update_render_base_uniform_set();
 
@@ -997,7 +997,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
 
 	RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
 
-	RENDER_TIMESTAMP("Render Material");
+	RENDER_TIMESTAMP("Render 3D Material");
 
 	{
 		RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, 0);
@@ -1039,7 +1039,7 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in
 
 	RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, nullptr, RID());
 
-	RENDER_TIMESTAMP("Render Material");
+	RENDER_TIMESTAMP("Render 3D Material");
 
 	{
 		RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, false);
@@ -1089,7 +1089,7 @@ void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_
 }
 
 void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
-	RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+	RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
 
 	RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
 

+ 9 - 9
servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp

@@ -1002,7 +1002,7 @@ void RendererSceneGIRD::SDFGI::store_probes() {
 	push_constant.y_mult = y_mult;
 
 	// Then store values into the lightprobe texture. Separating these steps has a small performance hit, but it allows for multiple bounces
-	RENDER_TIMESTAMP("Average Probes");
+	RENDER_TIMESTAMP("Average SDFGI Probes");
 
 	RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
 	RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.integrate_pipeline[SDFGIShader::INTEGRATE_MODE_STORE]);
@@ -1555,14 +1555,14 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
 	if (cascade_next != cascade) {
 		RD::get_singleton()->draw_command_begin_label("SDFGI Pre-Process Cascade");
 
-		RENDER_TIMESTAMP(">SDFGI Update SDF");
+		RENDER_TIMESTAMP("> SDFGI Update SDF");
 		//done rendering! must update SDF
 		//clear dispatch indirect data
 
 		SDFGIShader::PreprocessPushConstant push_constant;
 		memset(&push_constant, 0, sizeof(SDFGIShader::PreprocessPushConstant));
 
-		RENDER_TIMESTAMP("Scroll SDF");
+		RENDER_TIMESTAMP("SDFGI Scroll SDF");
 
 		//scroll
 		if (cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
@@ -1701,7 +1701,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
 
 			push_constant.half_size = true;
 			{
-				RENDER_TIMESTAMP("SDFGI Jump Flood (Half Size)");
+				RENDER_TIMESTAMP("SDFGI Jump Flood (Half-Size)");
 
 				uint32_t s = cascade_half_size;
 
@@ -1723,7 +1723,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
 					}
 				}
 
-				RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half Size)");
+				RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Half-Size)");
 
 				//continue with optimized jump flood for smaller reads
 				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
@@ -1759,7 +1759,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
 
 		} else {
 			//full size jumpflood
-			RENDER_TIMESTAMP("SDFGI Jump Flood");
+			RENDER_TIMESTAMP("SDFGI Jump Flood (Full-Size)");
 
 			RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_INITIALIZE]);
 			RD::get_singleton()->compute_list_bind_uniform_set(compute_list, sdf_initialize_uniform_set, 0);
@@ -1790,7 +1790,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
 					}
 				}
 
-				RENDER_TIMESTAMP("SDFGI Jump Flood Optimized");
+				RENDER_TIMESTAMP("SDFGI Jump Flood Optimized (Full-Size)");
 
 				//continue with optimized jump flood for smaller reads
 				RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, gi->sdfgi_shader.preprocess_pipeline[SDFGIShader::PRE_PROCESS_JUMP_FLOOD_OPTIMIZED]);
@@ -1882,7 +1882,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region,
 		//finalize render and update sdf
 #endif
 
-		RENDER_TIMESTAMP("<SDFGI Update SDF");
+		RENDER_TIMESTAMP("< SDFGI Update SDF");
 		RD::get_singleton()->draw_command_end_label();
 	}
 }
@@ -1891,7 +1891,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
 	RendererSceneRenderRD::RenderBuffers *rb = p_scene_render->render_buffers_owner.get_or_null(p_render_buffers);
 	ERR_FAIL_COND(!rb); // we wouldn't be here if this failed but...
 
-	RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lighs");
+	RD::get_singleton()->draw_command_begin_label("SDFGI Render Static Lights");
 
 	update_cascades();
 

+ 4 - 4
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -4119,7 +4119,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
 		return;
 	}
 
-	RENDER_TIMESTAMP(">Volumetric Fog");
+	RENDER_TIMESTAMP("> Volumetric Fog");
 	RD::get_singleton()->draw_command_begin_label("Volumetric Fog");
 
 	if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) {
@@ -4191,7 +4191,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
 	if (p_fog_volumes.size() > 0) {
 		RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes");
 
-		RENDER_TIMESTAMP("Render Fog Volumes");
+		RENDER_TIMESTAMP("Render FogVolumes");
 
 		VolumetricFogShader::VolumeUBO params;
 
@@ -4785,7 +4785,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
 
 	RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER);
 
-	RENDER_TIMESTAMP("<Volumetric Fog");
+	RENDER_TIMESTAMP("< Volumetric Fog");
 	RD::get_singleton()->draw_command_end_label();
 	RD::get_singleton()->draw_command_end_label();
 
@@ -4874,7 +4874,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool
 	bool render_gi = p_render_data->render_buffers.is_valid() && p_use_gi;
 
 	if (render_shadows && render_gi) {
-		RENDER_TIMESTAMP("Render GI + Render Shadows (parallel)");
+		RENDER_TIMESTAMP("Render GI + Render Shadows (Parallel)");
 	} else if (render_shadows) {
 		RENDER_TIMESTAMP("Render Shadows");
 	} else if (render_gi) {

+ 14 - 14
servers/rendering/renderer_scene_cull.cpp

@@ -2039,7 +2039,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in
 	cull.shadows[p_shadow_index].light_instance = light->instance;
 
 	for (int i = 0; i < splits; i++) {
-		RENDER_TIMESTAMP("Culling Directional Light split" + itos(i));
+		RENDER_TIMESTAMP("Cull DirectionalLight3D, Split " + itos(i));
 
 		// setup a camera matrix for that range!
 		CameraMatrix camera_matrix;
@@ -2227,7 +2227,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
 				}
 				for (int i = 0; i < 2; i++) {
 					//using this one ensures that raster deferred will have it
-					RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
+					RENDER_TIMESTAMP("Cull OmniLight3D Shadow Paraboloid, Half " + itos(i));
 
 					real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
 
@@ -2295,7 +2295,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
 				cm.set_perspective(90, 1, radius * 0.005f, radius);
 
 				for (int i = 0; i < 6; i++) {
-					RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
+					RENDER_TIMESTAMP("Cull OmniLight3D Shadow Cube, Side " + itos(i));
 					//using this one ensures that raster deferred will have it
 
 					static const Vector3 view_normals[6] = {
@@ -2368,7 +2368,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
 
 		} break;
 		case RS::LIGHT_SPOT: {
-			RENDER_TIMESTAMP("Culling Spot Light");
+			RENDER_TIMESTAMP("Cull SpotLight3D Shadow");
 
 			if (max_shadows_used + 1 > MAX_UPDATE_SHADOWS) {
 				return true;
@@ -2508,7 +2508,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_
 
 	RID environment = _render_get_environment(p_camera, p_scenario);
 
-	RENDER_TIMESTAMP("Update occlusion buffer")
+	RENDER_TIMESTAMP("Update Occlusion Buffer")
 	// For now just cull on the first camera
 	RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool);
 
@@ -2890,7 +2890,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
 		scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not)
 	}
 
-	RENDER_TIMESTAMP("Visibility Dependencies");
+	RENDER_TIMESTAMP("Update Visibility Dependencies");
 
 	if (scenario->instance_visibility.get_bin_count() > 0) {
 		if (!scenario->viewport_visibility_masks.has(p_viewport)) {
@@ -2918,7 +2918,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
 		}
 	}
 
-	RENDER_TIMESTAMP("Culling");
+	RENDER_TIMESTAMP("Cull 3D Scene");
 
 	//rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
 
@@ -3155,9 +3155,9 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
 
 			if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) {
 				//must redraw!
-				RENDER_TIMESTAMP(">Rendering Light " + itos(i));
+				RENDER_TIMESTAMP("> Render Light3D " + itos(i));
 				light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold);
-				RENDER_TIMESTAMP("<Rendering Light " + itos(i));
+				RENDER_TIMESTAMP("< Render Light3D " + itos(i));
 			} else {
 				light->shadow_dirty = redraw;
 			}
@@ -3217,7 +3217,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
 		occluders_tex = RSG::viewport->viewport_get_occluder_debug_texture(p_viewport);
 	}
 
-	RENDER_TIMESTAMP("Render Scene ");
+	RENDER_TIMESTAMP("Render 3D Scene");
 	scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info);
 
 	for (uint32_t i = 0; i < max_shadows_used; i++) {
@@ -3263,7 +3263,7 @@ void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario,
 	} else {
 		environment = scenario->fallback_environment;
 	}
-	RENDER_TIMESTAMP("Render Empty Scene ");
+	RENDER_TIMESTAMP("Render Empty 3D Scene");
 
 	RendererSceneRender::CameraData camera_data;
 	camera_data.set_camera(Transform3D(), CameraMatrix(), true, false);
@@ -3337,7 +3337,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
 			environment = scenario->fallback_environment;
 		}
 
-		RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
+		RENDER_TIMESTAMP("Render ReflectionProbe, Step " + itos(p_step));
 		RendererSceneRender::CameraData camera_data;
 		camera_data.set_camera(xform, cm, false, false);
 
@@ -3345,7 +3345,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
 
 	} else {
 		//do roughness postprocess step until it believes it's done
-		RENDER_TIMESTAMP("Post-Process Reflection Probe, Step " + itos(p_step));
+		RENDER_TIMESTAMP("Post-Process ReflectionProbe, Step " + itos(p_step));
 		return scene_render->reflection_probe_instance_postprocess_step(reflection_probe->instance);
 	}
 
@@ -3398,7 +3398,7 @@ void RendererSceneCull::render_probes() {
 	SelfList<InstanceVoxelGIData> *voxel_gi = voxel_gi_update_list.first();
 
 	if (voxel_gi) {
-		RENDER_TIMESTAMP("Render GI Probes");
+		RENDER_TIMESTAMP("Render VoxelGI");
 	}
 
 	while (voxel_gi) {

+ 13 - 13
servers/rendering/renderer_viewport.cpp

@@ -145,7 +145,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) {
 }
 
 void RendererViewport::_draw_3d(Viewport *p_viewport) {
-	RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
+	RENDER_TIMESTAMP("> Render 3D Scene");
 
 	Ref<XRInterface> xr_interface;
 	if (p_viewport->use_xr && XRServer::get_singleton() != nullptr) {
@@ -170,7 +170,7 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) {
 	float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width);
 	RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info);
 
-	RENDER_TIMESTAMP("<End Rendering 3D Scene");
+	RENDER_TIMESTAMP("< Render 3D Scene");
 }
 
 void RendererViewport::_draw_viewport(Viewport *p_viewport) {
@@ -281,7 +281,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
 		int shadow_count = 0;
 		int directional_light_count = 0;
 
-		RENDER_TIMESTAMP("Cull Canvas Lights");
+		RENDER_TIMESTAMP("Cull 2D Lights");
 		for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
 			RendererCanvasCull::Canvas *canvas = static_cast<RendererCanvasCull::Canvas *>(E.value.canvas);
 
@@ -355,8 +355,8 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
 
 			RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
 
-			RENDER_TIMESTAMP(">Render 2D Shadows");
-			RENDER_TIMESTAMP("Cull Occluders");
+			RENDER_TIMESTAMP("> Render PointLight2D Shadows");
+			RENDER_TIMESTAMP("Cull LightOccluder2Ds");
 
 			//make list of occluders
 			for (KeyValue<RID, Viewport::CanvasData> &E : p_viewport->canvas_map) {
@@ -378,13 +378,13 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
 
 			RendererCanvasRender::Light *light = lights_with_shadow;
 			while (light) {
-				RENDER_TIMESTAMP("Render Shadow");
+				RENDER_TIMESTAMP("Render PointLight2D Shadow");
 
 				RSG::canvas_render->light_update_shadow(light->light_internal, shadow_count++, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders);
 				light = light->shadows_next_ptr;
 			}
 
-			RENDER_TIMESTAMP("<End rendering 2D Shadows");
+			RENDER_TIMESTAMP("< Render PointLight2D Shadows");
 		}
 
 		if (directional_lights_with_shadow) {
@@ -436,7 +436,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
 
 				RendererCanvasRender::LightOccluderInstance *occluders = nullptr;
 
-				RENDER_TIMESTAMP(">Render Directional 2D Shadows");
+				RENDER_TIMESTAMP("> Render DirectionalLight2D Shadows");
 
 				//make list of occluders
 				int occ_cullded = 0;
@@ -467,7 +467,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) {
 				light = light->shadows_next_ptr;
 			}
 
-			RENDER_TIMESTAMP("<Render Directional 2D Shadows");
+			RENDER_TIMESTAMP("< Render DirectionalLight2D Shadows");
 		}
 
 		if (scenario_draw_canvas_bg && canvas_map.front() && canvas_map.front()->key().get_layer() > scenario_canvas_max_layer) {
@@ -566,7 +566,7 @@ void RendererViewport::draw_viewports() {
 
 	Map<DisplayServer::WindowID, Vector<BlitToScreen>> blit_to_screen_list;
 	//draw viewports
-	RENDER_TIMESTAMP(">Render Viewports");
+	RENDER_TIMESTAMP("> Render Viewports");
 
 	//determine what is visible
 	draw_viewports_pass++;
@@ -641,7 +641,7 @@ void RendererViewport::draw_viewports() {
 			continue; //should not draw
 		}
 
-		RENDER_TIMESTAMP(">Rendering Viewport " + itos(i));
+		RENDER_TIMESTAMP("> Render Viewport " + itos(i));
 
 		RSG::storage->render_target_set_as_unused(vp->render_target);
 		if (vp->use_xr && xr_interface.is_valid()) {
@@ -699,7 +699,7 @@ void RendererViewport::draw_viewports() {
 			vp->update_mode = RS::VIEWPORT_UPDATE_DISABLED;
 		}
 
-		RENDER_TIMESTAMP("<Rendering Viewport " + itos(i));
+		RENDER_TIMESTAMP("< Render Viewport " + itos(i));
 
 		objects_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME];
 		vertices_drawn += vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME] + vp->render_info.info[RS::VIEWPORT_RENDER_INFO_TYPE_SHADOW][RS::VIEWPORT_RENDER_INFO_PRIMITIVES_IN_FRAME];
@@ -711,7 +711,7 @@ void RendererViewport::draw_viewports() {
 	total_vertices_drawn = vertices_drawn;
 	total_draw_calls_used = draw_calls_used;
 
-	RENDER_TIMESTAMP("<Render Viewports");
+	RENDER_TIMESTAMP("< Render Viewports");
 	//this needs to be called to make screen swapping more efficient
 	RSG::rasterizer->prepare_for_blitting_render_targets();